BigDogsRunning said:
fixed wormholes would change the shape of the economy as well. If you can quickly travel through several systems to reach the one you want, you don't have to stop at each one. You're going to have fewer populated systems, and very few with unexplainably large populations on less inhospitable worlds. Systems that are expensive to colonize wouldn't attract lots of people unless they had some very accessible, and valuable resources.
Well the starports can be thought of as service station, Each wormhole takes a day to get through, that causes the starship to use up fuel, so a starport is among other things a refueling stop. In this campaign, the starship's engines run on a combination of Helium-3 and Deuterium, usually a small amount of this reserved for the power plant, the manuever drive also consumes hydrogen for reaction mass, the hydrogen is what it needs the most of, and it fills the space that is normally reserved for Jump fuel in a standard campaign. I believe the core rule book has rules for reaction drives, so this is just an approximation until I get the core rule book, but it seems to me that the reaction mass would take up about as much space as the jump fuel more or less. Smallcraft in the normal campaign don't have jump drives, they just have manuever drive, so reaction mass tanks need to be added to them, and this reduces the amount of cargo space they have available, but in exchange for that, you can fly a smallcraft through a wormhole, there is no longer a 100-ton minimum limit, one can fly a fighter through a wormhole, interstellar travel becomes cheaper with this wormhole network, the only other alternative is slower than light starships.
The standard starships run on fusion reactors and reaction drives, the best ones can accelerate to 20% of the speed of light without slowing down, or 10% of the speed of light with a midpoint turn around and slowing down, that is the cap I am putting on fusion powered starship, but their are three other power sources, antimatter, black holes, and wormholes. Antimatter is the cheapest, it is also the most dangerous, a containment failure, such as might occur if the starship received damage in combat, would result in an explosion.
A safer option is a black hole power plant, a black hole power plant runs on a decaying black hole, the power plant channels hawking radiation to the maneuver drive, and the maneuver drive focuses the Hawking radiation out behind the ship causing the ship to accelerate, the downside to a black hole is that it can't be turned off, it radiates away is mass, and as its mass is reduced it radiates faster and hotter, until it reaches a point where the power plant and maneuver drive can no longer contain it, at which point the black hole is ejected and allowed to explode harmlessly in space. A black hole starship is always under power, and it has radiator fins to shed heat, even when its not accelerating. Typically a black hole starship never lands and is always a capital starship, the mass of the black hole is that of an aircraft carrier, so the starship it propells has about that mass in addition to the black hole. A black hole starship can reach about 50% of the speed of light, the antimatter starship can go to about 97% of the speed of light. A containmant failure of a black hole starship results in the black hole getting loose, it will burn a hole in the side of the starship as it escapes. The black hole that powers starships is too small to swallow matter, so it just radiates hawking radiation the same as it always does, until it is recaptured by the starship that lost it or until it explodes. the typical starship grade black hole lasts about 10 years until it explodes, smaller black holes power larger starships and if it becomes too hot to be used it is discarded, either in the depths of space or it is dropped into a planet. The black hole falls to the center of a planet and their it decays until it explodes at the planet's core, the energy released is usually inconseqential compared to the energy already at the planet's core, the shock wave created by the explosion might cause some earthquakes however. Dropping the black hole into a star or a gas giant is probably a safer option.
Maybe their are rules for black hole starships in the Core rulebook, so I will differ to those.
The other kind of starship is a wormhole starship, the wormhole is the power source and drive of the starship. While I said earlier that a wormhole needs to balance its mass-energy flow or otherwise it explodes, it is possible to have matter going in one direction and energy going in another, it doesn't matter which. Now a wormhole starship has a tank of mercury as its "fuel source", their are pipes threaded through the wormhole, and the mercury is sent through the wormhole into another tank on the other side, this mercury counts as mass. On the other side of the wormhole, back at the starships home base is a fusion power plant, and a large tank of deuterium and helium-3 massing about 100 times the mass of the mercury onboard the starship. The deuterium and helium-3 are fused releasing energy, the energy then powers a giant laser which is also many times the mass of the starship and the laser fires a beam of gamma rays or x-rays through the wormhole, and out the back of the starship, the mass equivalent of the energy beam is the same as the mass of the mercury as it is pumped through the wormhole.
This wormhole is of smaller mass and aperature than your standard 500 meter wide wormhole, the laser beam accelerates the starship, and the starship can reach 97% of the speed of light just like an antimatter ship can, this starship however does not have containment issues like the antimatter starship has. The wormhole starship is more expensive than the antimatter starship, but its fuel is not, and unlike the black hole starship, the wormhole does not decay so long as the mass flows are balanced. Wormhole starships can be as small as antimatter ships, but they are about as expensive as a capital starship, often costing hundreds of billions of credits at a minimum. If there are core rules for those, I refer to them. But the wormhole in this case is a source of power, it doesn't allow the starship which carries it to actually go faster than the speed of light. Another version of a wormhole starship might be one that projects a temporary wormhole in front of it that is large enough for the starship to pass through and is a substitute for a jump drive, and that is not what I am talking about.
Why do I mention this? Well in my campaign there is a star called Barnard's star which is connected by this wormhole network. this wormhole network was mostly built by aliens about a billion years ago, this Barnard's star system, which the wormhole connects exists in the year 11,800 AD, and at this point in time Barnard's star is the closest star system to out Sun being about 3.8 light years away, there is no wormhole that goes there. This is the world stats:
Hex AO BJ
Forseti: Starport E - Frontier installation; Diameter 7 - 6,860 miles (11,038 km); Atmosphere 5 - Thin; Water surface 9 - 92%; Population 2 - 214 humans; Government 0 - No government structure; Law level 0 - No prohibitions; Tech Level 5 - Industrial age; Distance from primary 0.054 AU; Primary type M0-9 IV, V, VI; Distance of wormhole from primary 50 AU;
http://www.solstation.com/stars/barnards.htm
Forseti has a small population of 214 humans, it is a small settlement, until recently no one bothered looking at the star closest to it, and then an amature astronomer decided to focus his telescope on Sol, and a ringworld was detected, it was fairly easy to detect since the ringworld was a band 1 million miles wide and 93 million miles in radius, the doppler shift indicated that it rotates around the Sun once every nine days, there is an inner band that casts shadows on the ring world, it is at the approximate orbit of Mercury and it rotates once every 90 days, there are ten shaded rectangular regions, and it rotates one tenth its circumference everytime the ringworld rotates once, so any portion of the ringworld falls under nine of the ten shaded regions. They aren't exactly shadow squares, but actually a ring of partially transparent materials, the shaded regions become up to 100% opaque to produce night on the portion of the ringworld's surface opposite from the Sun, the areas closer to the north and south edges of the ringworld get more shading producing, temperate, subarctic and arctic climate zones, and the equatoral regions are tropical.
The shaded areas change their opacity over time to produce seasons towards the edges of the ringworld that are opposite from each other, while the north edge experiences winter, the south experiences summer and these seasons cycle over a 365 day period. The shadings for light aren't always 100% opaque at their maximum, over a period of a about a month, it lets enough sunlight through to simulate moonlight, though the vision of the ring overhead can be quite overwhelming. at times. The false moonlight coincides with the artificial pumping of water into and out of the oceans to simulate tides. To investigate this phenominon, a slower than light starship is required., so this either takes a long time, think about 40 years to get there, or someone with a big expense account who can afford the exotic type of starship needed to get there. The antimatter ship is probably the cheapest option, black hole starships are probably used by the military, and a wormhole starship will bring a wormhole, and also afford communication with the homebase while there, later on this wormhole can be expanded to a size large enough to allow passage of a starship and thus extend the wormhole network to this system, but that again will cost a lot of money. Wormholes aren't cheap after all, and neither is expanding them.